Part 1- It begins
Part 2- Technical Foundation
Part 3- Game Design
Part 4- Input and Physics
Part 5- More Physics Things
Part 7- Even More Physics
Part 7- User Interface
Part 8- UI and the Editor
Part 9- Editor Progress
Part 10- Progress, and videos
Part 11- Fixing the Physics
Part 12- Unproductive
Part 13- Context menu + enemies
Part 14- Enemies and Problems
Part 15- Play testing
Part 16- Editor and Art
Part 18- Video!
Part 18- Layers and Music
Part 19- Water and Enemies
Part 20 - Score and decisions
Part 21 - Background music
Part 22 - Sound Effects
Part 2- Technical Foundation
Part 3- Game Design
Part 4- Input and Physics
Part 5- More Physics Things
Part 7- Even More Physics
Part 7- User Interface
Part 8- UI and the Editor
Part 9- Editor Progress
Part 10- Progress, and videos
Part 11- Fixing the Physics
Part 12- Unproductive
Part 13- Context menu + enemies
Part 14- Enemies and Problems
Part 15- Play testing
Part 16- Editor and Art
Part 18- Video!
Part 18- Layers and Music
Part 19- Water and Enemies
Part 20 - Score and decisions
Part 21 - Background music
Part 22 - Sound Effects
This Week
Hello again TeamLiquid! Welcome back to my blog about the development of The Adventures of Sam the Pirate, the 2D platformer I'm creating as the final game project for my Bachelor of Software Engineering degree. Last week I talked about putting sound effects in, and a little bit about the plans for loading screens. This week I've got a new video to show off! Spent part of this week working on some documentation for another project, so mostly just got a loading screen in.
Loading Screen
Pretty simple, you get a brief glimpse of it in the below video, just a simple image that says "Loading..." on a black background. Added some functionality to the User Interface section to display a loading screen. I would have liked to do something a bit more interesting with it, but there isn't time so plain and simple will have to do.
Video
Including original music and sound effects, courtesy of Lucien!
Mostly just missing art assets now, especially for the background, and the rest of the levels of course, but I'll be making most, if not all of them over the weekend. There's still a few bugs and other little niggles that I should fix, but none of them are game breaking, so I'm not sure I'll get time to do so. There are some minor problems of enemies not spawning where they should, or things the camera doesn't quite reset correctly when the player dies, but these things only seem to happen in the release build, so I'm not sure. It's really weird.
Next Week
By next Monday, all the levels should be done, or mostly done over weekend, so I'll take a look at doing the level selection screen, and making adjustments to attacking. Attacking needs some kind of effect out to reach out in front of the character, so you don't have to run directly into an enemy while attacking. At the moment I'm thinking of doing a simple sword swipe kind of effect. Need to look at doing a bit of a fancier title screen as well, with some kind of proper logo, and a splash screen or two for when the game is starting up.
Keep up to date!
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